Inaros/Abilities

Rather than having the standard Bleedout state of other Warframes, Inaros instead enters an immobile sarcophagus when downed. Aiming at an enemy or ally will siphon life from them, gradually filling his revive meter and allowing Inaros to resurrect himself. Otherwise, he can be revived by other players normally. However, note that Inaros is still in danger of bleeding to death if there are no enemies or allies in sight, or if Inaros is unable to fill his meter before his bleedout timer expires.

This ability is active even during Solo play.

If an ally kills the enemy targeted by Inaros it still counts towards his ressurection passive.

Inaros scatters a wave of cursed sand that staggers all enemies up to 10 / 12 / 13 / 15 meters away in a cone in front of him, dealing 75 / 100 / 125 / 150 damage on hit, then 2 / 4 / 6 / 8 damage per second for 3 / 5 / 6 / 8 seconds. 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as health. If enemies are hit by the sand wave from the front, they are also blinded for the duration.

Inaros sinks an enemy target into quicksand for 15 / 20 / 25 / 30 seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the 'Devour' action on them by holding down the Interact key (default X ), dealing 50 / 100 / 150 / 250 damage per second to the victim and converting it to shields and health for the devourer.

Healing is independent of damage dealt. Inaros cannot increase the amount of healing received by amplifying the damage his target takes, and attacking enemies with increased damage resistance will yield the same amount of healing.

Enemies are unable to act while being actively devoured even if the ability's timer has expired.

The act of devouring a trapped enemy does not consume energy whether from Inaros or allies, and can be sustained indefinitely for as long as the Use key is held, or the enemy expires.

Inaros and his allies are invulnerable to damage while devouring an enemy.

Holding down the ability key (default 2 ) while aiming at a new target causes Inaros to latch a tether onto the enemy up to 20 / 30 / 40 / 50 meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.

Tethered enemy is dragged along the ground and can fall to lower terrain elevations.

Tethered enemy is invulnerable to outside sources of damage while being dragged in.

If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. This Sand Shadow will last for a duration based on how much time was spent devouring them.

A Sand Shadow will also be created if an enemy trapped by the Devour ability is killed by Sandstorm.

Shadows are not affected by Ability Duration.

Devour cannot be cast on naturally flying enemies like Ospreys and Orokin Drones. Units that only have temporary flight abilities though like Hellions can still be pulled from mid-air and then devoured once on the ground.

Cast delay of 1 second is affected by Natural Talent and Speed Drift, while devour recovery delay of 2 seconds is not. Casting will interrupt movement.

If the target dies before Inaros finishes his casting animation, energy used for Devour will be refunded; however, if the target is already trapped in quicksand and is being dragged in by the tether, it will not refund energy if killed during travel.

Cannot be recast on affected targets.

Ancient Disruptors will resist the ability heavily, causing only 1 damage per tick to occur, which will often cause the bug listed below. The same goes for Infested allies that are linked to the Disruptor.

If Inaros consumes a Boiler, the Boiler will become a Sand Shadow as normal, however, the spawn pods created when it dies will not spawn allied units.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Inaros may become stuck in the devour animation, unable to move or cancel the ability until the enemy is killed. Pressing escape will force the player out of the animation although this is exploitable, as you will continue to gain health from the enemy and you can use high powered weapons to kill the enemy, guaranteeing that a Sand Shadow will form.

Inaros spins with great speed, creating a storm that pulls in and lifts all enemies within a diameter (though the in game description lists the range as a "radius" rather than "diameter") of 8 / 10 / 12 / 15 meters and dealing 200 / 300 / 400 / 500 damage per second to them, preventing them from moving or attacking before flinging them away. Inaros himself is unable to attack or activate other special abilities while Sandstorm is active, and his movement is slowed to 25% / 30% / 40% / 50% of his base speed. Sandstorm will also pull in nearby pickups while active. Enemies do 80% / 70% / 60% / 50% of their damage to Inaros while Sandstorm is active.

Damage per second is affected by Ability Strength, while damage multiplier (mitigation) is not.

Sandstorm is a channeled ability that consumes 10 energy per second for the duration it is active. This ability will remain active until the ability key is pressed again (default 3 ), or Inaros' energy is depleted. Sandstorm also has an initial casting cost of 75 energy.

While Sandstorm is active, Inaros cannot restore energy using Warframe abilities like Energy Vampire, Energy restoration mods and abilities like Energy Siphon and Energizing Dash, or pick up Energy orbs. However, Rage can still replenish energy upon Inaros taking damage.

While active, Inaros cannot fire weapons, use other abilities, or perform parkour Maneuvers.

If Sandstorm kills an enemy that is under the effects of Devour, a Sand Shadow will be created, which is a clone of the killed enemy that will fight alongside Inaros.

Inaros will also heal himself while damaging enemies under the effects of Devour as if he were devouring them directly.

Activation and deactivation delays of 1.5 seconds are affected by Natural Talent and Speed Drift. Toggling will interrupt movement.

Inaros becomes immobile and converts his health into Scarab Armor, which permanently increases his base armor up to 100%. When the ability is charged by holding down the ability key (default 4 ), Inaros loses 29 points of health for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left but the health drain will stop once the bonus armor has reached 100%.

The armor bonus is an additive bonus from Inaros' base armor value; fully charged Scarab Armor will give Inaros 400 armor, while combining it with a maxed rank Steel Fiber will grant him 820 armor.

Charging Scarab Armor causes Inaros to lose all momentum and fall to the ground.

Inaros is immune to stagger, knockback and knockdown effects while charging Scarab Armor.

The current bonus armor value is displayed on the ability icon and below the Scarab Armor buff icon beside Inaros' health indicator.

Scarab Armor can be removed by casting a swarm projectile, entering a Nullifier Crewman's bubble, moving too close to a Comba or Scrambus, by being dispelled, or falling into a pit. Scarab Armor bonus cannot be removed by enemy weapons fire.

When Scarab Armor is dispelled, all health previously converted into armor is instantly refunded to Inaros provided his health is not at maximum value.

This can be used as a form of emergency healing. By running on purpose into a Nullifier bubble, you can instantly get up to 2,900 points of health back.

While Scarab Armor is active and an enemy target is near the aiming reticle, Inaros can consume 25 energy and convert 25% of his total bonus armor into a swarm projectile by tapping the ability key (default 4 ).

The swarm projectile is launched near the end of the casting animation, allowing the player time to adjust the trajectory before the animation ends.

Launching scarab attack while the enemy is under effect of another scarab effect, will not refresh the debuff.

The swarm projectile possesses innate Punch Through and does not bypass obstacles in the environment.

Once in flight, the swarm projectile travels up to 20 / 22 / 25 / 30 meters away before dissipating, infesting all enemies with scarabs on contact. Swarmed enemies will flail in panic and receive 100 / 150 / 175 / 200Corrosive damage per second for 6 / 10 / 12 / 15 seconds, during which they cannot move or use special abilities, but can periodically attack. Each swarm host generates a 6 / 10 / 12 / 15 meter radius aura that converts damage dealt by Scarab Swarm into health for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration.

It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.